//=============================================================================
// MICFire.
//=============================================================================
class TFMICFire extends FM_Turret_IonCannon_Fire;

//var() class<FX_Turret_IonCannon_BeamFire> BeamEffectClass;

function DoFireEffect()
{
    local Vector StartTrace;//,X,Y,Z;
    local Rotator R, Aim;

    Instigator.MakeNoise(1.0);

    StartTrace = Instigator.Location + Instigator.EyePosition();
    Aim = AdjustAim(StartTrace, AimError);
	R = rotator(vector(Aim) + VRand()*FRand()*Spread);
    DoTrace(StartTrace, R);
}

function SpawnBeamEffect(Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum)
{
    local FX_Turret_IonCannon_BeamFire Beam;

    Beam = Weapon.Spawn(BeamEffectClass,,, Start, Dir);
    if (ReflectNum != 0) Beam.Instigator = None; // prevents client side repositioning of beam start
    Beam.AimAt(HitLocation, HitNormal);
}

defaultproperties
{
     DamageType=Class'Taskforces.DamTypeMIC'
     BeamEffectClass=Class'OnslaughtFull.ONSHoverTank_IonPlasma_BeamFire'
     MaxHoldTime=1.000000
     FireRate=1.000000
     AmmoPerFire=1
}
